Lowe 10 Posted July 14, 2009 Hi all, I'm having a few issues with mission editing in ArmA 2, or rather specifically getting my home brew missions to run on our clan server. I'm running a basic install of ArmA 2, no addons, patched to the current 1.02 version. I'll describe what I've done, and if someone could pick me up where I'm going wrong I'd really appreciate it! 1) Make mission. Nothing complicated, just a group of enemy AI attacking Utes airfield, with 10 player slots available. I made a few ammo crates for loadout changes, and also added in a couple of friendly AI units to give the enemy units something to shoot at other than the players. I added a respawn point and marker so when a human player dies after 20 seconds they can respawn. Save file. 2) Make a basic 'description.ext' setting the respawn values etc. Place this file in same folder as mission directory. 3) Preview mission - works fine, respawn functions properly. 4) Save mission, select 'Send via email' to create the mission pbo and then email it to our server admin guy. 5) Admin copies the pbo to the multiplayer mission folder, fires up the dedicated server with my mission and we try to log in. Instead of being able to pick our mission slot etc, all of us get stuck at the loading screen with 'Waiting for Host' showing. I've tried searching but couldn't find anything in here about this issue. :( Any help would be most graciously received! :) Share this post Link to post Share on other sites
Starlight 10 Posted July 14, 2009 I think it relates to the isServer thing that goes in the init script I believe See this thread - Locality issues in multiplayer and also this link if (!isServer) exitWith {} in the wiki Not tried this myself but I think these will help you. Share this post Link to post Share on other sites
Lowe 10 Posted July 14, 2009 Without wishing to be rude - that doesn't make any sense to me lol :) What's the init script? Share this post Link to post Share on other sites
Starlight 10 Posted July 14, 2009 Do a search for init.sqf Its a script file used to initiate the briefing file, etc and additional scripting can be placed inside. Best to search the other threads where this is discussed to some extent for more info. Share this post Link to post Share on other sites
Lowe 10 Posted July 14, 2009 I found a bit of code by Xeno: i_am_a_server = false; i_am_a_client = false; player_initialized = false; if (isServer) then { i_am_a_server = true; if (!isDedicated) then { // either we are in SP/editor or in a hosted environment i_am_a_client = true; [] spawn { waitUntil {!isNull player}; player_initialized = true; }; }; } else { // I'm a client but the player object may not be initialized yet i_am_a_client = true; [] spawn { waitUntil {!isNull player}; player_initialized = true; }; }; Will try adding this to an init.sqf later and see what happens. Share this post Link to post Share on other sites
Lowe 10 Posted July 15, 2009 Well, I've added that and this is what the server says: Really stumped, anyone got any ideas? Share this post Link to post Share on other sites